Demo Walkthrough
A practical DERELIKT demo walkthrough covering glyphs, eye slots, hacking software, difficulty picks, and settings worth changing before you board.
Why Systems Beat Shooting in the Opening Hour
The fastest way to stop dying in this PS1-style horror shooter is to treat your first DERELIKT demo walkthrough as a systems tutorial rather than a shooting gallery. Von Neumann outpost gives you tight corridors, hand-painted darkness, and enemies that punish panic, but the real gatekeepers are glyphs, eye slots, Insight, and the hacking mini-game. A good DERELIKT demo walkthrough tells you which of those to touch first, because Insight is a limited currency and a slot spent carelessly shapes the next few hours of your run.
The order below keeps you alive: understand what the free build includes, put your first glyphs into slots that actually pay off, break codes without burning finite software, then tune difficulty and presentation so you can see the room you are walking into.
What the Free Demo Actually Gives You
This is a free, standalone slice of a narrative retro FPS built for people who like their sci-fi horror claustrophobic and their polygons countable. It runs the same core loop as the launch build, so the habits you build here transfer directly.
| Detail | What to know |
|---|---|
| Genre and mood | Narrative retro FPS aimed at fans of claustrophobic PS1-era sci-fi horror |
| Setting | Von Neumann outpost |
| Price | Free demo; the full game lists at $19.99 and launched at $17.99 (10% off) |
| Timing | Demo arrived October 8, 2026; the full game launched November 13, 2026 on Steam, GOG, and Epic |
| Languages | English interface, full audio, and subtitles |
| Requirements | Listed with joke labels — "Toaster Spec" minimum, "1337 Spec" recommended |
Two practical notes before you launch. First, the joke requirement labels are not a benchmark; judge performance on your own machine once you are inside the station rather than from the store text. Second, the demo is still the cheapest way to test the game's deliberately crunchy look, and you can pull the free demo download from the store page whenever you want a fresh run.
Glyphs and Eye Slots: Where Insight Should Go
This is the progression spine of the game, and it is the part most players fumble. Glyphs are items scattered around the station; equipping one changes your character's statistics. Eye slots are the equipment slots those glyphs go into, and the slots are not created equal.
Focusing a slot sharpens one stat of the glyph imprinted there by +1, and which stat improves depends on the slot you focused — damage, dexterity, or vitality. Both unlocking new slots and focusing existing ones spend Insight, so every point you earn is a choice between breadth and depth.
| Element | What it does | What it costs |
|---|---|---|
| Glyph | Found around the station; conveys stat changes while equipped | Inventory space only |
| Eye slot | Equipment slot that holds a single glyph | Insight to unlock |
| Focused slot | Improves one stat of the imprinted glyph by +1 (damage, dexterity, or vitality, based on the slot) | Insight per focus |
| Third Eye slot | Grants a brand-new ability determined by the glyph you place in it | Special; effects vary by glyph |
A few rules of thumb that keep your build honest:
- Collect before you commit. Find two or three glyphs first, then decide which ones deserve a slot.
- Focus the slot whose stat matches the glyph you rely on. A damage glyph in a vitality slot wastes the sharpening.
- Treat the Third Eye as a build decision, not a stat bump. Slotting there gives you an ability instead of a number, so try it when you want a new tool rather than more of the same.
- Budget for unlocking. New slots compete with focus upgrades for the same Insight pool, so decide early whether you are widening the build or deepening it.
If you want the full picture of how these pieces interact, the glyph and eye-slot progression rules are laid out clearly enough to plan a build before you find your second slot.
Hacking: Find the Code, Keep Your Discs
Locked access points and hidden resource caches sit behind a code-breaking mini-game. The premise is simple: find the right combination out of a sea of data. The execution is where people get impatient.
Every time you submit a code selection, the system tells you two things — whether your inputs are correct, and whether those correct inputs are in the right position within the string. That feedback is your filter. Each guess should eliminate a whole batch of candidates, narrowing the field until only the answer is left.
| Option | What you get | How to treat it |
|---|---|---|
| Code probing | Per-guess feedback on correct inputs and correct positions | Your default; use it to cut the candidate pool methodically |
| Worm and Nuke discs | Software you deploy to instantly erase a percentage of incorrect passwords | Finite — save them for locks that matter |
Software discs are found around the station as items, and they only work while they are in your inventory. Because the supply is limited, the discipline is straightforward: probe manually on short pools where elimination is fast, and deploy a disc when the pool is so wide that guessing would take too many passes. Never spend one on a terminal you do not need to open.
One habit worth building: check your software inventory before you start a lock, not in the middle of one. Discovering you left your disc behind after three failed passes is the most avoidable waste in the game.
Difficulty and Settings Before You Board
Difficulty is not cosmetic here. The launch build added extra difficulty tiers on top of what the demo shipped with, and Hard is positioned as the intended survival-horror experience. If you want the tension the art direction is selling, start there; if you are still learning the glyph loop, take a lower tier and come back.
| Setting | What it controls | Recommendation |
|---|---|---|
| Difficulty | Multiple tiers; Hard is the recommended survival-horror run | Hard for the intended experience, lower while learning the systems |
| Camera sensitivity | Range widened after the demo | Re-check after any update; small adjustments beat big swings |
| Rebinding | Every input on keyboard and controller | Rebind before your first fight, not during it |
| Controller aim and zoom | Auto-aim corrections and improved zoom | Worth re-testing if a controller felt clumsy in the demo |
| Presentation mode | Era-accurate low-resolution look vs. clean high-resolution mode | Low-res for atmosphere, high-res when you need to read terminals |
| Texture warping and dithering | Both can be switched off entirely | Disable warping if swimming textures bother your eyes |
| Field of view | No FOV slider in the build | Camera sensitivity and high-res mode are your only levers |
That last row matters more than it looks. With no field-of-view control to fall back on, players who feel boxed in by tight corridors should lean on sensitivity and the cleaner presentation mode rather than hunting for a setting that is not there.
Demo vs. Launch: What Changed Since the Demo
If you played the demo before launch and are returning to a newer build, some muscle memory is now wrong. This is the short version every returning player needs.
| Change | What it means for you |
|---|---|
| Extra difficulty levels | Hard is now the flagged survival-horror experience |
| Ammo auto-stacking | Pickups merge into existing stacks automatically |
| Magazine handling | Reloading returns the old magazine to your inventory instead of deleting it |
| Camera sensitivity | A wider range than the demo offered |
| Rebinding | Full freedom on keyboard and controller |
| Glyph tutorials | More in-game explanation of the glyph system |
| Controller aim and zoom | Corrected auto-aim and improved zoom |
| Bug fixes | Includes items overlapping in the inventory |
The ammo change deserves a dedicated habit. Partial magazines are no longer lost when you reload — they come back to your inventory — so stop treating a tactical reload as a way to clean up clutter. Top off when it is safe, and let the leftover magazine sit in your pack for the next firefight.
Saves, Stuck Moments, and Reporting Problems
Saves and log files live in C:\Users\username\AppData\LocalLow\Visuwyg\DERELIKT\. Copy that folder before a long session if you plan to experiment heavily with glyph layouts, and keep it handy if anything behaves strangely — it is the same pair of files the team asks for when you report a problem at bugs@hyperstrange.com.
If a run stalls around the central hub, the usual culprit is the radiation suit gate. Before you conclude the run is broken, sweep the rooms you have already cleared for a pickup you walked past; the hub branches are easy to skim when you are being chased.
FAQ
Do I need to play the demo before the full game? No. The demo is a free standalone slice, and the launch build is the same game with extra difficulty tiers, cleaner ammo handling, wider sensitivity options, full rebinding, and more glyph tutorialization. Playing the demo first simply means you meet the systems earlier.
What should I spend Insight on first in a DERELIKT demo walkthrough? Unlock one slot, focus it, and live with it for a while. Confirm which stat your favourite glyph actually boosts, then focus the matching slot so the +1 lands where you want it. Breadth only pays off once your Insight income is steady.
What does the Third Eye slot do? It grants a new ability rather than a stat boost, and the ability depends on which glyph you slot there. A couple of examples are shown off publicly; the rest are left for players to discover, so treat it as an experimentation slot.
Are Worm and Nuke discs worth saving? Yes. They erase a percentage of incorrect passwords instantly, but the supply is finite and they must be in your inventory to deploy. Use manual probing on small pools and keep discs for long locks that gate real rewards.
Is Hard mode too punishing for a first run? Hard is the recommended survival-horror experience, so it is the honest way to meet the game. If the glyph loop has not clicked yet, drop a tier, learn which stats your build needs, and step back up — the difficulty tiers exist precisely so you can do that.
Related Guides
Anomaly Surface Walkthrough
Use this DERELIKT surface walkthrough to find Mission Reports, the Assault Rifle, APC Site 2, and Shriver’s Notes without missing supplies.
Beginner Guide: PS1 Cosmic Horror FPS
A practical DERELIKT beginner guide to PS1 visuals, branching dialogue, solo exploration, and what to expect from the in-development horror FPS.
Demo Walkthrough and Combat Guide
Survive the DERELIKT demo with a spoiler-light walkthrough, combat tips, exploration habits, settings advice, and progression guidance.
Full Game Walkthrough Guide
Plan your DERELIKT full game walkthrough with a demo-verified route, ammo tips, puzzle checks, NPC priorities, and launch-day prep.